vcglib/wrap/gl/gl_field.h

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#ifndef GL_FIELD
#define GL_FIELD
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#include <wrap/gl/space.h>
#include <wrap/gl/math.h>
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#include <vcg/complex/algorithms/parametrization/tangent_field_operators.h>
#include <vcg/complex/allocate.h>
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namespace vcg{
template <class MeshType>
class GLField
{
typedef typename MeshType::FaceType FaceType;
typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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public:
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static void GLDrawField(CoordType dir[4],
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const CoordType &center,
const ScalarType &size,
const ScalarType &Width0,
const ScalarType &Width1,
const vcg::Color4b &Color0,
const vcg::Color4b &Color1,
bool oneside,
bool onlyPD1)
{
CoordType dirN[4];
for (size_t i=0;i<4;i++)
{
dirN[i]=dir[i];
dirN[i].Normalize();
}
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ScalarType size1=size;
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if (oneside)size1=0;
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glLineWidth(Width0);
vcg::glColor(Color0);
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glBegin(GL_LINES);
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glVertex(center+dirN[0]*size);
glVertex(center+dirN[2]*size1);
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glEnd();
if (onlyPD1)return;
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glLineWidth(Width1);
vcg::glColor(Color1);
glBegin(GL_LINES);
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glVertex(center+dirN[1]*size);
glVertex(center+dirN[3]*size1);
glEnd();
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}
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// ///draw the cross field of a given face in a given position
// static void GLDrawSingleFaceField(const FaceType &f,
// CoordType pos,
// ScalarType &size,
// bool onlyPD1,
// bool oneside)
// {
// CoordType center=pos;
// CoordType normal=f.cN();
// CoordType dir[4];
// vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
// GLDrawField(dir,center,size,onlyPD1,oneside);
// }
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///draw the cross field of a given face
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static void GLDrawSingleFaceField(const FaceType &f,
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const ScalarType &size,
const bool oneside,
const bool onlyPD1,
const ScalarType maxN)
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{
CoordType center=(f.cP(0)+f.cP(1)+f.cP(2))/3;
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CoordType normal=f.cN();
CoordType dir[4];
vcg::tri::CrossField<MeshType>::CrossVector(f,dir);
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if (maxN<=0)
GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),oneside,onlyPD1);
else
{
ScalarType Norm0=dir[0].Norm();
ScalarType Norm1=dir[1].Norm();
ScalarType MaxW=6;
ScalarType MinW=0.5;
ScalarType IntervW=MaxW-MinW;
if (Norm0>maxN)Norm0=maxN;
if (Norm1>maxN)Norm1=maxN;
vcg::Color4b Col0=vcg::Color4b::ColorRamp(0,maxN,Norm0);
vcg::Color4b Col1=vcg::Color4b::ColorRamp(0,maxN,Norm1);
ScalarType W0=(Norm0/maxN)*IntervW+MinW;
ScalarType W1=(Norm1/maxN)*IntervW+MinW;
GLDrawField(dir,center,size,W0,W1,Col0,Col1,oneside,onlyPD1);
}
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}
// static void GLDrawFaceSeams(const FaceType &f,
// vcg::Point3<bool> seams,
// vcg::Color4b seamCol[3])
// {
// glLineWidth(2);
// glBegin(GL_LINES);
// for (int i=0;i<3;i++)
// {
// if (!seams[i])continue;
// vcg::glColor(seamCol[i]);
// glVertex(f.V0(i)->P());
// glVertex(f.V1(i)->P());
// }
// glEnd();
// }
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static void GLDrawVertField(const VertexType &v,
ScalarType &size)
{
CoordType center=v.cP();
CoordType normal=v.cN();
CoordType dir[4];
vcg::tri::CrossField<MeshType>::CrossVector(v,dir);
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GLDrawField(dir,center,size,2,2,vcg::Color4b(0,0,0,255),vcg::Color4b(0,0,0,255),false,false);
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}
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static void GLDrawFaceField(const MeshType &mesh,
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bool onlyPD1,
bool oneside,
ScalarType GlobalScale=0.002,
const ScalarType maxN=0)
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{
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glPushAttrib(GL_ALL_ATTRIB_BITS);
glDepthRange(0.0,0.999);
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glEnable(GL_COLOR_MATERIAL);
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glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
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ScalarType size=mesh.bbox.Diag()*GlobalScale;
for (unsigned int i=0;i<mesh.face.size();i++)
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{
if (mesh.face[i].IsD())continue;
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GLDrawSingleFaceField(mesh.face[i],size,oneside,onlyPD1,maxN);
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}
glPopAttrib();
}
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static void GLDrawVertField(const MeshType &mesh,ScalarType sizeF=0.01)
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{
glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDepthRange(0.0,0.9999);
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glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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ScalarType size=mesh.bbox.Diag()*sizeF;
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for (int i=0;i<mesh.vert.size();i++)
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{
if (mesh.vert[i].IsD())continue;
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GLDrawVertField(mesh.vert[i],size);
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}
glPopAttrib();
}
static void GLDrawSingularity(MeshType &mesh)
{
// query if an attribute is present or not
bool hasSingular = vcg::tri::HasPerVertexAttribute(mesh,std::string("Singular"));
bool hasSingularIndex = vcg::tri::HasPerVertexAttribute(mesh,std::string("SingularIndex"));
if (!hasSingular)return;
if(!hasSingularIndex)return;
typename MeshType::template PerVertexAttributeHandle<bool> Handle_Singular;
Handle_Singular=vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<bool>(mesh,std::string("Singular"));
typename MeshType::template PerVertexAttributeHandle<int> Handle_SingularIndex;
Handle_SingularIndex =vcg::tri::Allocator<MeshType>::template GetPerVertexAttribute<int>(mesh,std::string("SingularIndex"));
glPushAttrib(GL_ALL_ATTRIB_BITS);
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glDepthRange(0.0,0.9999);
glEnable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
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glPointSize(20);
glBegin(GL_POINTS);
for (size_t i=0;i<mesh.vert.size();i++)
{
if (mesh.vert[i].IsD())continue;
if (!Handle_Singular[i])continue;
int SingIndex=Handle_SingularIndex[i];
vcg::Color4b colSing;
switch (SingIndex)
{
case 1:colSing=vcg::Color4b(0,0,255,255); break;
case 2:colSing=vcg::Color4b(0,255,0,255); break;
case 3:colSing=vcg::Color4b(255,0,0,255); break;
case 4:colSing=vcg::Color4b(255,255,0,255); break;
default:colSing=vcg::Color4b(255,0,255,255);
}
vcg::glColor(colSing);
vcg::glVertex(mesh.vert[i].P());
}
glEnd();
glPopAttrib();
}
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};
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}
#endif